Page 1 of 2
summons

Posted:
Mon Oct 22, 2012 5:34 pm
by iambobthepirate
Greetings all,
This is How i would like Summons to be implemented.
New Creature: Boston Sherif
New object: Wanted Poster, (can be created by players or by the Boston Sherif requires evidence, uses: can be posted on Town Jail buildings)
New Skill: Join Posse (by clicking a "Posted Wanted Poster" a player enters into a posse, requires backyard pugglism)
New building: Town Jail (can only be created in towns, can post wanted posters on them, can hold criminals)
If you manage to collect evidence of a crime you can either use the evidence to create a player made wanted poster or you can give it to the Boston Sherif. The Sherif will automatically create a Wanted Poster and post it on the Wall of the Town Jail in Boston.
Once a Wanted Poster is created anyone who posesses the skill join posse can click on the poster and join a Posse.
How posse works:
a posse can hold x number of players. In order to remain in a posse the player must be logged in and waiting by the Town Jail. (players should have the ability to join as many posses as posted in that perticular town thus cutting down the wait time for a criminal to log in)
When a "Wanted" criminal logs in the posse is teleported to the criminals location, combat is turned on. (members of a posse should not be able to harm one another to keep posse trolls out)
Two scenarios can occur
1 the criminal gets away
2 the criminal gets ko'd
1. If the criminal manages to kill or ko all posse members he/she gets away (this time).
2. if the criminal gets ko'd the criminal and the posse get teleported back to the Town Jail. the Criminal can be jailed for minor offenses or face public hanging for major offenses. jail terms can be fines, time,skill decreases whatever)
Re: summons

Posted:
Mon Oct 22, 2012 5:44 pm
by darnokpl
iambobthepirate wrote:Greetings all,
This is How i would like Summons to be implemented.
New Creature: Boston Sherif
New object: Wanted Poster, (can be created by players or by the Boston Sherif requires evidence, uses: can be posted on Town Jail buildings)
New Skill: Join Posse (by clicking a "Posted Wanted Poster" a player enters into a posse, requires backyard pugglism)
New building: Town Jail (can only be created in towns, can post wanted posters on them, can hold criminals)
If you manage to collect evidence of a crime you can either use the evidence to create a player made wanted poster or you can give it to the Boston Sherif. The Sherif will automatically create a Wanted Poster and post it on the Wall of the Town Jail in Boston.
Once a Wanted Poster is created anyone who posesses the skill join posse can click on the poster and join a Posse.
How posse works:
a posse can hold x number of players. In order to remain in a posse the player must be logged in and waiting by the Town Jail. (players should have the ability to join as many posses as posted in that perticular town thus cutting down the wait time for a criminal to log in)
When a "Wanted" criminal logs in the posse is teleported to the criminals location, combat is turned on. (members of a posse should not be able to harm one another to keep posse trolls out)
Two scenarios can occur
1 the criminal gets away
2 the criminal gets ko'd
1. If the criminal manages to kill or ko all posse members he/she gets away (this time).
2. if the criminal gets ko'd the criminal and the posse get teleported back to the Town Jail. the Criminal can be jailed for minor offenses or face public hanging for major offenses. jail terms can be fines, time,skill decreases whatever)
Wait so I can have murder alt...
kill your character,
then login with another alt,
join posse,
KO my murder alt, so he will be teleported to the Town Jail,
go to sleep, coz my murder alt is safe?
Re: summons

Posted:
Mon Oct 22, 2012 6:15 pm
by iambobthepirate
[quote="darnokpl"
Wait so I can have murder alt...
kill your character,
then login with another alt,
join posse,
KO my murder alt, so he will be teleported to the Town Jail,
go to sleep, coz my murder alt is safe?[/quote]
Yes, Your "murder alt" will be safely in Jail, and awaiting public execution by hanging....
Good of your "another alt" to lead the posse that turns your "murder alt" in.
would have been better had you said to ko your "another alt" and allow your "murder alt" to escape.then log off and go to sleep.
anyhow you haven't come up with a good exploit, its only my thoughts on how i would like the summons implemented.....
Re: summons

Posted:
Mon Oct 22, 2012 6:19 pm
by darnokpl
iambobthepirate wrote:Yes, Your "murder alt" will be safely in Jail, and awaiting public execution by hanging....
Good of your "another alt" to lead the posse that turns your "murder alt" in.
would have been better had you said to ko your "another alt" and allow your "murder alt" to escape.then log off and go to sleep.
anyhow you haven't come up with a good exploit, its only my thoughts on how i would like the summons implemented.....
But who will judge criminals in jail, not the members of posse?
Re: summons

Posted:
Mon Oct 22, 2012 6:34 pm
by Potjeh
What if the criminal is an alt that doesn't log in until the scents are out?
What if all the posse slots get filled by the criminal's friends/alts?
What if I intentionally set up lean tos for scented characters to teleport around the world with the posse system?
Re: summons

Posted:
Mon Oct 22, 2012 6:49 pm
by Procne
Not about this particular idea, but in the same subject
Tracking was supposed to be a way of executing "justice". But here's the thing that doesn't make much sense to me. When you are attacked, or your claim is attacked, and you manage to KO the perpetrator then comes the awkward moment. If you let the perp go then he isn't punished in any way. But if you decide to steal his equipment or murder him then you leave scents and become summonable perpetrator yourself.
Which makes sense if you compare it to the RL world. If you try to execute justice on your own by stealing from thief or hurting attacker more than is needed for self defense then you will be prosecuted. But, and here's where the difference is, if you turn the perpetrator to the law enforcement this perpetrator will be taken to prison.
So what I'm trying to propose is some way of punishing perpetrator without having to become one yourself. Something between letting him go and murdering - a prison.
For example - you are attacked and you manage to KO the attacker. You now have 5 minutes to gather evidence of this event, take it to Boston, and turn it in to "sheriff". Perpetrator will be locked in prison for, say, 2 days, and keep all or slightly reduced humours / skills.
Or you manage to KO someone attacking your claim, on your claim. You can again turn him in (as long as he is still KOed), together with evidence, to a sheriff in Boston. The more evidence you bring from your claim, the longer time he will spend in prison, but it will not scale linearily.
While perpetrator is in prison he can still be summoned and murdered, to avoid people stashing their chars in prison until evidence is gone. But if summoned and not killed - he will return back to prison within 1 minute.
Unless, of course, the main idea is to have Salem in wild west style, without any law.
Re: summons

Posted:
Mon Oct 22, 2012 6:52 pm
by iambobthepirate
Potjeh wrote:What if the criminal is an alt that doesn't log in until the scents are out?
What if all the posse slots get filled by the criminal's friends/alts?
What if I intentionally set up lean tos for scented characters to teleport around the world with the posse system?
1 the scents/ evidence is used to create a wanted poster so once the wanted poster is created, its created.
2. if you post the wanted poster in your town then only your townies can join, if the wanted poster is in boston that scenario could happen however combat gets initiated so someone is gonna get knocked out either the criminal or his friends.
3 the posse is automatically teleported back from the original town once combat is over. a posse is formed (where the poster is) if the criminal logs in the posse teleports near the criminal and combat is autimatically initiated when combat finishes either the posse is ko'ed/killed or they capture the criminal and are teleported back.
Re: summons

Posted:
Mon Oct 22, 2012 6:59 pm
by MrEllu
I really don't like the "posse" element, It takes all the fun from hunting criminals... Insta teleporting inside criminals base, ignoring all defenses, not going to happen.
The jail thing on the other hand sounds kinda fun, maybe if you choose not to kill KOed perpetrator you could send him to jail for x number of days
Re: summons

Posted:
Mon Oct 22, 2012 7:09 pm
by iambobthepirate
MrEllu wrote:I really don't like the "posse" element, It takes all the fun from hunting criminals... Insta teleporting inside criminals base, ignoring all defenses, not going to happen.
The jail thing on the other hand sounds kinda fun, maybe if you choose not to kill KOed perpetrator you could send him to jail for x number of days
i thought that would create the most drama especially if the perp was "awaiting public execution"
how fun would it be to bust down the jail(if its in someones town) and rescue your friend. also fun for the townies who have to worry when holden high valued perps in their prisons.
Doesn't have to be right inside the base can be "near" the criminal (what if he's on a boat). You still have to track in order to create the evidence to make the poster. The alternative is a summoning system that brings a logged out criminal to you how much fun is that for either party?
Re: summons

Posted:
Mon Oct 22, 2012 7:12 pm
by Potjeh
You don't have to fight someone just because you got aggro on each other. And you can also run away from a fight, a KO isn't the only outcome (or even the most likely one).